diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 64429ed03..41cf88537 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -11822,58 +11822,69 @@ void Player_Destroy(Actor* thisx, PlayState* play) { //first person manipulate player actor s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) { - s32 temp1; - s16 temp2; - s16 temp3; - bool gInvertAimingXAxis = (CVarGetInteger("gInvertAimingXAxis", 0) && !CVarGetInteger("gMirroredWorld", 0)) || (!CVarGetInteger("gInvertAimingXAxis", 0) && CVarGetInteger("gMirroredWorld", 0)); + s32 temp1 = 0; + s16 temp2 = 0; + s16 temp3 = 0; + s8 invertXAxisMulti = ((CVarGetInteger("gInvertAimingXAxis", 0) && !CVarGetInteger("gMirroredWorld", 0)) || (!CVarGetInteger("gInvertAimingXAxis", 0) && CVarGetInteger("gMirroredWorld", 0))) ? -1 : 1; + s8 invertYAxisMulti = CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1; + f32 xAxisMulti = CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f); + f32 yAxisMulti = CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f); - if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0) && !CVarGetInteger("gDisableAutoCenterViewFirstPerson", 0)) { - temp2 = sControlInput->rel.stick_y * 240.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1); // Sensitivity not applied here because higher than default sensitivies will allow the camera to escape the autocentering, and glitch out massively - Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30); + if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { // First person without weapon + // Y Axis + if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) { + temp2 += sControlInput->cur.right_stick_y * 240.0f * invertYAxisMulti * yAxisMulti; + } + if (fabsf(sControlInput->cur.gyro_x) > 0.01f) { + temp2 += (-sControlInput->cur.gyro_x) * 750.0f; + } + if (CVarGetInteger("gDisableAutoCenterViewFirstPerson", 0)) { + this->actor.focus.rot.x += temp2 * 0.1f; + this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -14000, 14000); + } else { + Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30); + } - temp2 = sControlInput->rel.stick_x * -16.0f * (gInvertAimingXAxis ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f)); + // X Axis + temp2 = 0; + if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) { + temp2 += sControlInput->cur.right_stick_x * -16.0f * invertXAxisMulti * xAxisMulti; + } + if (fabsf(sControlInput->cur.gyro_y) > 0.01f) { + temp2 += (sControlInput->cur.gyro_y) * 750.0f * invertXAxisMulti; + } temp2 = CLAMP(temp2, -3000, 3000); this->actor.focus.rot.y += temp2; - } else { + } else { // First person with weapon + // Y Axis temp1 = (this->stateFlags1 & PLAYER_STATE1_ON_HORSE) ? 3500 : 14000; - temp3 = ((sControlInput->rel.stick_y >= 0) ? 1 : -1) * - (s32)((1.0f - Math_CosS(sControlInput->rel.stick_y * 200)) * 1500.0f * - (CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f)); - this->actor.focus.rot.x += temp3; - + if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) { + temp3 += ((sControlInput->cur.right_stick_y >= 0) ? 1 : -1) * + (s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_y * 200)) * 1500.0f) * invertYAxisMulti * yAxisMulti; + } if (fabsf(sControlInput->cur.gyro_x) > 0.01f) { - this->actor.focus.rot.x -= (sControlInput->cur.gyro_x) * 750.0f; + temp3 += (-sControlInput->cur.gyro_x) * 750.0f; } - - if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) { - this->actor.focus.rot.x -= - (sControlInput->cur.right_stick_y) * 10.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f)); - } - + this->actor.focus.rot.x += temp3; this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1); + // X Axis temp1 = 19114; temp2 = this->actor.focus.rot.y - this->actor.shape.rot.y; - temp3 = ((sControlInput->rel.stick_x >= 0) ? 1 : -1) * - (s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) * -1500.0f * - (gInvertAimingXAxis ? -1 : 1)) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f)); - temp2 += temp3; - - this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y; - + temp3 = 0; + if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) { + temp3 += ((sControlInput->cur.right_stick_x >= 0) ? 1 : -1) * + (s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_x * 200)) * -1500.0f) * invertXAxisMulti * xAxisMulti; + } if (fabsf(sControlInput->cur.gyro_y) > 0.01f) { - this->actor.focus.rot.y += (sControlInput->cur.gyro_y) * 750.0f * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1); - } - - if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) { - this->actor.focus.rot.y += - (sControlInput->cur.right_stick_x) * 10.0f * (gInvertAimingXAxis ? 1 : -1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f)); + temp3 += (sControlInput->cur.gyro_y) * 750.0f * invertXAxisMulti; } + temp2 += temp3; + this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y; } this->unk_6AE |= 2; - return func_80836AB8(this, (play->shootingGalleryStatus != 0) || func_8002DD78(this) || func_808334B4(this)) - - arg3; + return func_80836AB8(this, (play->shootingGalleryStatus != 0) || func_8002DD78(this) || func_808334B4(this)) - arg3; } void func_8084AEEC(Player* this, f32* arg1, f32 arg2, s16 arg3) {